To search for the section wanted in this Guide, Highlight the Number beside thesubject (Such as 3.3) and press Ctrl + C, then F, and then V. This willactivate a finding system to look for the text put in (in this case, a numberwith a decimal) and simply click “Next”.

==================1.0 >Introduction<==================It’s been a long while since I made my last guide, but I’ve made a comeback!Team Fortress Classic, an unforgettable explosive multiplayer action game, wasa smash hit, and people have waited around a decade for its sequel! Well, hereit is folks, and enjoy my guide!

---------------------1.1 >Version History<---------------------

Version 1.03

Added the Medic Unlockable Weapons, Achievements, and the Goldrush Map.

Now onto the big parts of this guide, the list of characters! When choosing,try to pick a Class no one else on the team is using. If there’s more than oneClass that has no players using them, try to choose the higher priority Classfirst. Choosing an Engineer while on Defense is much better than being a Scoutor a Spy unless there are already 4 Engineers.

------------2.21 >Scout<------------The Scout, a teenage punk from New England, likes to torment his opponents andridicule n00bs. He also scoffs at slow characters like the Heavy, who he alsoenjoys to tease.

In TFC, the Scout was made for Capturing the Flag, Getting the Flag to theControl Point, and little else! In TF2, he can do much more than that. Thanksto his newer and more useful weaponry, he’s deadly at close range. Those wholike to rush their victims and getting up close will enjoy playing as the perkyvandal. In addition, he can double-jump, and while doing so, can changedirections. Last, but not least, he can Capture Control Points twice as fast.

The Scattergun, as explained above, is what makes the Scout deadly up close.Like all "Shotgun Reloading" weapons, don’t be afraid to press R wheneverpossible. The Scattergun is better up close than the regular Shotgun. It alsodoesn’t need to pump.

The Scout’s Secondary Weapon. This is only useful when shooting bad guys fromafar, or when the Scattergun is empty. If the Pistol does manage to shoot anyCritical Hits, then the whole clip will shoot Critical Hits (until the Pistolis reloaded).

Because of the Scout’s Speed, his melee weapon is more important to him thanmelee weapons would be to other classes. Even though this has the least amountof power, the Scout’s speed takes care of that. Also, the Baseball Bat swingsfaster than any other melee weapon. Playball!

--------------2.22 >Soldier<--------------The Soldier just wishes to be in the Second World War, just look at hisuniform! He always likes to boss people around, courtesy to the inspiration hegot from his instructor.

The Soldier hasn’t changed much from TFC. Since he’s got the second mosthealth, he’s a good buddy for the Medic if a Heavy Weapons Guy isn’t around.As well as besieging enemy bases, he’s also capable of defending one in ajiffy. The Soldier also has an ability known as Rocket Jumping. Aim at theground (with the Bazooka), and while firing, crouch and jump. This costshealth though.

The Soldier’s Primary Weapon. Since the Rocket is a tad bit slow, the Bazookais only effective at closer ranges and in tight corners. But since the Bazookapacks a punch, it’s an effective way to take out Heavies when outgunned. TheBazooka has a much shorter clip size than any other "Shotgun Reloading" weapon,so reload frequently! It’s also an excellent way to take out Sentry Guns if aSpy isn’t present, along with other slower-moving targets.

The Shotgun is the Secondary Weapon of the Soldier. If the Bazooka is out ofammo, use the Shotgun when up close. The Soldier can also use this if hedoesn’t want to hurt himself in the process of taking out his target. There’snot much else to say about the Shotgun.

Ironically, the Spade was used by AXIS Soldiers in the World War 2 Game, Day ofDefeat. The Spade is the Soldier’s fighting weapon, and has pretty much thesame capabilities of most other Melee Weapons.

-----------2.23 >Pyro<-----------The Pyro is an enigma. Nobody knows who he is, what the colour of his skin is,or even if he’s a guy! The only thing we know about this person is thathe/she’s obsessed with fire.

The Pyro is a deadly up-close fighter. One moment in front of a hostile Pyro’sface and meet the Grim Reaper! Since the Pyro is deadly up close, the maniacdislikes being out in the open. Also, the Pyro is not at all effective inWater.

The Flamethrower is pretty much self explanatory. The lethal insturment ofdestruction lights its victims on fire, and makes them lose damage over time.In TFC, it only lit people on fire. In TF2, using the Flamethrower on a personalready on fire not only prolongs their period of insanity, but also gives themincredible damage! This weapon is also useful for Spy-Checking. A Flamethrowercombined with Critical Hits is a very deadly event. Whenever the Fires from theFlamethrower hit an enemy, it will make a sizzling sound.

The Secondary Weapon for the Pyro. The Shotgun is the Pyro’s only chance offighting at ranges. It also allows the Pyro to finish of his/her victims whenthey are on fire. If the Pyro has to fight in bodies of water, use this Weapon.

No, the Pyro does NOT use deodorant to blind bad guys! This is pretty much asimple Fireman’s tool to chop down doors, as well as hostile foes.

--------------2.24 >Demoman<--------------A Black, Scottish, Cyclops warrior, the Demoman is always jealous of many ofhis opponents, often because they have two eyes! He may be drunk, but he alsoknows where to "Set up them the Bomb", being drunk or sober!

The Demoman excells at making traps. Planting Sticky Bombs on the right placescan turn the tide of the battle! Regular Grenades can also hold the enemy offfor a while, as well as making certain Engineers angry. Like the Soldier, theDemoman can jump to amazing heights with his Sticky Bombs, and is quitedurable.

The Grenade Launcher is the Demoman’s Basic Weapon. If he ever needs to fighta foe directly, he should use this. This is good for attacking heavily-armoredbad guys, as well as Sentry Guns. It’s also possible to fire above certainboundaries of the map and into an area where the enemy could be present. Thegrenades will explode in a few seconds or when it hits a target.

The Demoman can also plant some explosives on key areas. The Demoman can placeup to Eight bombs in the whole map. Hold the trigger to fire the Bomb farther.When arming the Grenade Launcher or its Sticky variant, right click to detonatethem. In TFC, the two weapons were the same weapon, and had to be reloaded atthe same time. In TF2, the weapons and ammunition are separate, and now theDemoman can defend himself, even if he’s recently planted a trap. The Demomancan reach insanely tall heights like the Soldier. To do this, plant a singleSticky Bomb on the ground, then detonate it when on top of it.

The Bottle is the only weapon that the Demoman has that isn’t explosive, andhas instant contact. Other than that, the Bottle isn’t that special other thanbreaking during critical hits.

------------------------2.25 >Heavy Weapons Guy<------------------------A huge, jolly Russian, the Heavy likes his Minigun, and he likes to go on crazykilling sprees. He even named his gun "Sascha" and will pummel anybody whodares to touch her.

The Heavy is a "Point and Kill" Class. In tight areas, he’s deadly, and in theopen, he can block an entry point. Being the Class with the most Health,biggest size, and slow speed, he’s a good friend with the Medic. Because of hissimple deeds, he’s a good character for beginners to learn the basics of TF2.

The Minigun is a Machine Gun. Self-Explanatory, this weapon consumes itsammunition at an alarming rate. To keep the gun spinning, hold right-click.This can be vital to the duty of the Heavy. When spinning the Minigun, theHeavy’s speed decreases dramatically.

If the Heavy doesn’t want to risk his speed, or doesn’t have time to chargeup his Minigun, he can use this instead. In TFC, the Minigun used Shell Ammoas well as the Shotgun. In TF2, the Ammunition types are separate, so if heever runs out of Minigun ammo, he can also resort to his smaller Weapon.

The Heavy is tough enough that he can use his own fists for melee brawls. Theother two of his Weapons are far better though. An interesting note is that theleft mouse button controls his left fist, and the same applies to the rightbutton and his right fist. The only exception is during critical hits. If aHeavy is killed while using his Fists, he will not drop anything valuable toEngineers.

---------------2.26 >Engineer<---------------Hailing from the west, the Engineer likes to sing folk songs while his SentryGuns protect him. He often dislikes vandals (especially Spies) that destroy hismachines. His answer to anything? Use a gun.

Engineers are Defensive, and only Defensive. He can set up a Mini-Base far fromhis main spawn points, as well as keeping the enemy busy with his Sentry Guns.He can also give his troops infinite rations of Ammunition with his Dispensers.The bane of the Engineer is, of course, explosives and Spies.

Unlike most Classes, the Shotgun is the Engineer’s Primary Weapon. He may needto use this when he catches a Spy "Sappin’ his stuff". He can also use this togive support to fellow teammates. Most of the time, though, he uses this forself-defense.

The Wrench is the most important Melee Weapon, the other being the Spy’s Knife.It can repair, re-equip, and upgrade existing equipment. Metal can be obtainedby collecting ammunition, using dispensers, and salvaging Weapons fromcasualties. Whacking a machine during construction speeds up its process aswell. Remember to maintain equipment; a careless Engineer is a dead Engineer!

To select certain projects, 1 is for the Sentry Gun, 2 is for the Dispenser, 3is for the Entrance, and 4 is for the Exit. After doing so, place the buildingwhere desired, and wait for 10/20 seconds. Be sure to protect it duringconstruction!

Like the Builder, the keys are the same. Detonate the equipment when out ofusable sight.

------------2.27 >Medic<------------A German Doctor, the Medic always likes to stick with his teammates. Because hesticks around his buddies, he’s pretty much to blame for many kills. He’s alsoa bit crazy, so refuse any of his offers for shots. His best friend is theHeavy Weapons Guy.

The Medic is a dedicated Support Class. With his Healing Power, he can prolongthe lives of his mates, and when the moment arrives, he can team up with atough player to advance through the most lethal obstacles.

The Medic’s Primary means of defending himself. The projectiles fly in an arc,so aim a little higher at longer ranges. The gun is weak, so stick aroundteammates for self-defense.

**********Medigun**********

Purpose: Heals other friendly Players, as well as activating InvulnerableUbercharge at 100%.

The Medigun is what the Medic is all about. As well as Healing a target at afast rate, Healing targets can also gather Energy for Ubercharge, an abilitythat makes the Medic and his Healing target invulnerable for a valuable tenseconds! During the process of Healing, the Medic can also boost his target’sHealth to 50% more than what that class usually has at maximum.

The Blutsauger is the first of the Medic’s unlockable weapons. Although it isunable to fire Critical Shots, it will give the Medic health if the projectilesmanage to hit an enemy (3 health per shot). Because of this, it is useful forSpy-Checking.

*************Kritzkrieg*************

Purpose: Heals other friendly Players, as well as activating Full-CritUbercharge at 100%.Requires: 24 Medic Achievements.Replaces: Medigun.

The Kritkrieg, when fully charged, allows the Medic to give his (friendly)target fully Critical Shots (every shot he fires will be Critical) for tenseconds.

The Ubersaw, when hitting an enemy, will charge the Medic’s Medigun/Kritzkriegby 25%.

-------------2.28 >Sniper<-------------The Australian Rifleman enjoys fighting from large distances, and has a knackfor looking at people’s heads. The Crocodile Hunter wannabe wears his trustyAkruba, and has an adventurous attitude.

The Sniper, of course, is a Long-Range destroyer. Unlike most Snipers in games,he needs to charge up his Rifle for maximum firepower. He also has a few otherWeapons if anybody tries to attack him from up close. In TFC, he had to holdthe trigger to charge his shots. In TF2, he simply needs to use his scope,resulting in less sore index fingers for the Commonwealth Marksman.

The Sniper Rifle is the Ultimate Weapon for the Sniper. Charging shots is vitalto pick off targets from a distance quickly. Use the Scope to charge the shots.Charging takes time. The density of the Dot seen through the Scope and theamount of units in the meter indicates the shot’s power. Headshots are alwaysconsidered Critical Hits.

The Sniper’s Secondary Weapon. The Submachine Gun is very similar to the Pistol(the two even SOUND similar!), but the SMG is more effective up close. If theSniper ever needs to fight in close areas, he should use this Weapon. He canalso use the Submachine Gun on the move.

Also called the "Sword" or "Machete", this is the Sniper’s Melee Weapon. TheSniper can use this as his up close weapon with his SMG, or he can use thisagainst Spies who try to cut his back.

----------2.29 >Spy<----------The Master of Espionage and Suave tactics makes his debut in TF2. He may not bethe legendary 007 Agent, but he’s pretty damn close. Known to practicallyshapeshift as other people, he’s a master of disguise, and vandalism. Sometimesit’s not wise to trust him...

The Spy is the master of disguise. Get into some clothing, and he’ll startacting accordingly. With only a Revolver and a Knife for self defense, he’s notvery good at direct combat, with his low Health only making the job worse. He’smore professional at infiltration and causing trouble within enemy territory.He’s also got a new trick up his sleeve. He can now Cloak for up to ten secondsto infiltrate the enemy bases. The Spy cannot attack or plant Sappers whilehe’s Cloaked, nor can he reload, but can still change Disguises. Cloaks take awhile to recharge as well.

The Revolver is the Spy’s Primary and only Ranged Weapon. The Revolver is quitePowerful and Versitalle, but for the Spy, it just isn’t meant for Wild Westshootouts. Whenever the Spy loses his cover though, he can use this. TheRevolver is also very accurate, which can kill enemies at long ranges.

*********Sapper*********

Purpose: Saps any piece of an Engineer’s Equipment. The Spy does not lose hisdisguise while placing a Sapper, and can place more than one.

As explained above, the Sapper is what usually angers Engineers. The Sapper,when planted, prevents the victim Equipment from doing its normal task andrecieves damage over time. A Sapper can only be removed by two whacks by theEngineer’s Wrench. Sappers need to be placed up close. Engineers will bealerted when a Sapper is placed.

The Knife is, like the Engineer’s Wrench, one of two of the most importantMelee Weapons in the game. When facing the back or at the back parts of theside of a victim, the Spy Backstabs his target and recieves an instant kill.Don’t ever try to use the Knife in the front.

***************Disguise Kit***************

Purpose: To Select Disguises, as either part of the enemy or of the friendlyteams.

The Disguise Kit is another vital part of the Spy’s arsenal. After selectingthe Kit, the Numbers 1-9 indicate the Classes to Select. Press - to switch fromHostile or Friendly uniforms. The best and most convincing Disguises are oftenthe Engineer, Sniper, Demoman, and the Soldier Costumes. The least are probablythe Medic and the Spy costumes. A Spy cannot Capture Control Points or carryIntelligence when he is Disguised or Cloaked, and the Spy loses his Disguisewhenever he uses his Revolver or Knife. A friendly Disguised Spy appears likea Spy with a mask over his face.

--------------------2.3 >Voice Commands<--------------------Voice Commands are a quick and effective way with communicating with teammates.Some voice commands show up on the dialog box while others don’t. VoiceCommands with the * on them show on the dialog box. Voice Commands with the #on them will display a symbol on that person’s head.

The "Medic!" Command can also be used with E. If someone calls for help whenthey are on a Control Point, they will ask for help for either Defending orCapturing the Point. A player that points to another player while using the"Spy!" Command will say that the player is a spy rather than that a Cloaked Spyis around.

==================3.00 >Multiplayer<==================Here’s some more Strategies when actually being in the Battlefiels of TF2.

----------3.1 >Maps<----------This is the (incomplete) list of maps for TF2.

--------------->Official Maps<---------------

-----2Fort-----One of the most popular Maps in the Team Fortress Series, the 2Forts have madesome drastic changes in TF2. There are two identical bases, separated by a pooland a bridge with a roof. There are also underground entrances to both bases,which are no longer full of water, but instead, shallow entrances with a goodplace to construct a Mini-Base within. There is a Sniper’s ledge on the bases,and the vital Intelligence boxes are located in the underground Lobby. There’sthree restoration rooms, and many corridors that can be baited with traps.

--------Dustbowl--------Another popular Map from TFC, this one is about Assault. There are three stagesthat the Reliable Excavation & Demolition (RED) Faction must defend from thetakeover of the Builder’s League United (BLU) Organization. For every stage,there are two Capture Points that RED must defend against BLU. When the firstis Captured, the Defenders must defend the second Control point. Each stage haslots of action, so be prepared for a violent gunfight!

----Well----This Map, by far, has the most changes from its TFC counterpart. While thebasic layout is slightly similar, its size is not. In the Control Point Mode,the two Teams must take over all of the Control Points, meaning that the Teamshave to assault each others’ base! The action starts at the central ControlPoint, which is inside a Train Tunnel. Noobs must be aware of the train lights.In the CTF version, the intelligence case is located in each of the bases.

-------Granary-------The first of the new Maps, the open fields is another equally balanced CP Map.There’s many buildings for cover, and many bridges and catwalks for Snipers.There’s nothing much else to say about this map.

---------Gravelpit---------There are three Control Points that RED must protect against BLU. Two areavailable for grabs against BLU, but the third cannot be taken over until bothof the first two Control Points have been Captured. One of the first onesoverlook a cliff while the other one is in the center of a field. The third isa tall tower which is difficult to defend and besiege. It’s going to be adifficult battle for RED!

-----Hydro-----In this Hydroelectric Map, the two Teams must secure the entire Map, which isdivided into four sectors. On each round, two opposing sectors are controlledby each of the Teams, and the goal is to control the enemy sector. No twobattles are ever the same! Victory occurs when a Team captures the finalControl Point from the other Team. This is the only official, and perhaps justthe only Territorial Control map to date.

--------Badlands--------In this map, the action takes place in the Arizona. Two Bases oppose eachother, with a capturable Spire outside. The only thing standing between thesetwo Bases is a lone Bridge.

--------Goldrush--------In this new map, the BLU team must escort a cart full of explosives along atrack towards the RED HQ. The cart acts like a mobile dispenser, and the map isseparated into 3 phases. The cart must be escorted to different checkpoints inorder for BLU to gain more time before it runs out. The cart moves faster ifthere are more BLU players next to it, and it will stop if there’s a RED playernext to it.

----------------->Unofficial Maps<-----------------

------Convoy------This map consists of two large vehicles (trains, maybe?) driving quickly acrossa desert. The intel is located inside the driving terminal area, while thespawn points are in the middle of the vehicles. Only a few catwalks and bridgesconnect the two trucks together.

--------Orange X--------A symmetrical map that has only Orange textures, this map is a Sniper’s dream.There’s a tower in the middle of the battlefield, which is often difficult toCapture. There are many versions of this map.

-------Warpath-------A remake of the classic Warpath in TFC, this is a tired-but-true CP map. Themap is quite linear and dusty.

------Mach_4------Another exciting CTF map that includes two huge bases. There are many twistsand turns in each of the bunkers, as well as a defunct sewer system and manySniper ports.

--------------Melee Mountain--------------A pointless but still fun melee-only map that consists of a mountain withBoxing rings on it.

----Wolf----The BLU team tries to take the RED radar station in this map. There are threeCPs (like in Gravelpit), and there are many alternative paths to take.

------------------3.2 >Achievements<------------------This is the list of all of the rewards in TF2 when completing a certain task.

General:-Hard to Kill: Get five kills in a row without dying.-Master of Disguise: Trick an opposing Medic into Healing a Spy.-Grey Matter: Get 25 Headshots as a Sniper.-Powerhouse Offense: Win 2Fort with a Shutout.-Lightning Offense: Win Well in less than 5 Minutes.-Head of the Class: Play a complete round with every Class.-World Traveler: Play a complete Game on every Map.-Team Doctor: Accumulate 25000 Heal Points as a Medic.-Flamethrower: Set five enemies on fire in 30 seconds.-Sentry Gunner: Kill 10 people with a single Sentry Gun.-Nemesis: Get Five Revenge Kills.-With Friends Like these...: Play with 8 Friends on the Friends List.-Dynasty: Win 20 Games.-Hardcore: Get a total of 1000 kills.-Relentless Offense: Win Hydro without giving up a Capture.-Impenetrable Defense: Defend Dustbowl without giving up a Capture.-Impossible Defense: Defend Gravelpit without giving up a Capture.

Medic:-Ubi Concordia, Ibi Victoria: Assist in killing five enemies on an enemyControl Point in a single life.-Medical Breakthrough: Assist in destroying five enemy Engineer Buildings witha single Ubercharge on a Demoman.-Blunt Trauma: Assist in punching two enemies with a single Ubercharge on aHeavy.-Big Pharma: Assist a Heavy in killing 20 enemies without dying.-Consultation: Assist a fellow Medic in killing five enemies in a single life.-Autoclave: Assist in burning five enemies with a single Ubercharge on a Pyro.-You’ll Feel a Little Prick: Assist in killing three enemies with a singleUbercharge on a Scout.-Blast Assist: Assist in exploding five enemies with a single Ubercharge on aSoldier.-Doctor Assisted Homicide: Assist in killing twenty Nemeses.-Peer Review: Kill fifty Medics with the Chainsaw.-Sawbones: Hit enemies with the Chainsaw five times in a row without dying ormissing.-FYI I am a Medic: Use the Chainsaw to kill five enemy Spies who have beencalling for Medic.-Preventative Medicine: Block the enemy from Capturing a Control Point with anUbercharged teammate.-Family Practice: Ubercharge ten Steam Community Friends.-Second Opinion: Ubercharge two teammates at once (Note that this meanssimultaneously, which can be achieved by changing rapidly between two targetswith Ubercharge in effect).-Double Blind Trial: Deploy an Ubercharge within eight seconds of a nearbyenemy Medic deploying his.-Infernal Medicine: Extinguish one hundred burning teammates.-Autopsy Report: Provide an enemy with a freezecam shot of you taunting abovetheir corpse.-Bedside Manner: Be healing a teammate as he achieves an Achievement of hisown.-Grand Rounds: Heal 200 teammates after they have called for Medic.-Midwife Crisis: Heal an Engineer as he repairs his Sentry Gun while it’s underenemy fire .-Chief of Staff: Accumulate one million total health points.-Specialist: Accumulate ten thousand heal points in a single life.-Intern: Accumulate seven thousand heal points in a single life .-Quadruple Bypass: Heal a teammate who is taking fire form four enemies atonce.-House Call: Join a game with a Steam friend and then deploy an UberCharge onhim.-Hypocritical Oath: Kill an enemy Spy that was being healed.-Placebo Effect: Kill five enemies in a single life, while having an Uberchargeready but undeployed.-Trauma Queen: Deploy three Ubercharges in less than five minutes and assist infive kills during that time.-Medical Intervention: Save a falling teammate from dying on impact.-Triage: Deploy an Ubercharge on a teammate less than a second before they arehit by a Critical explosive.-Surgical Prep: Have an Ubercharge ready before the set up phase ends.-Group Health: Work with two other Medics to deploy three simultaneousUbercharges.-Play Doctor: In a team with no Medics, be first to switch to Medic after ateammate calls Medic and heal 500 health.-Does It Hurt When I Do This?: Kill fifty Scouts with the Syringe Gun.-First Do No Harm: Play a full round without killing any enemies and score thehighest on a team of six or more players.

------------3.3 >Taunts<------------Here are the available Taunts, and Taunt Quotes for each Class and Weapon. Notethat it’s possible to be able to use a Taunt for a certain Weapon, but bearming another. Use Quickswitch (Q) to swtich Weapons just before Taunting.

-"Well, this was a disappointment!"-"You got blood on my suit!"-"Oh dear, I’ve made quite a mess."-"Ahem."-"I never really was on your side."

Disguise Kit: Flicks his cigarette and gets a new one from the case.

-"Cheers."-"Oh Please!"-"Fine Job!"-"Hahhahah!"

Knife: Puts the Knife in his left hand and uses it as a Rapier.

-"I’m going to gut you like a Cornish Game Hen!"-"Just put your Weapons down and walk away."

---------------3.4 >More Tips<---------------Here are some more tips for the Game.

In General:-When Ubercharged, don’t be afraid to go into dirty combat, even if it meansusing a Melee Weapon.-Use the voice commands often, especially the "Incoming" and "Medic" commands.

As a Scout:-Use Speed. While he’s also deadly at close range, don’t forget his ultimategoal: Control Points and the Enemy Intelligence!-Try to Double-Jump to places most other Classes can’t get to quickly.-Attack from the back rather than the front.-Keep running and hopping.

As a Soldier:-Aim towards the ground with the Bazooka.-Reload often, since all of the Soldier’s Weapons reload gradually.-Try to use cover. Fire the Bazooka and head back to cover often.

As a Pyro:-Avoid fighting near water.-Try to fight indoors, or in tight areas..-Use the element of suprise.-Use the Flamethrower to "Mark" an enemy Spy.-If fighting against another Pyro, use the Shotgun (the Pyro is immune to burneffects).

As a Demoman:-Use the Grenades stragetically. The Grenades can bounce off walls andceilings, so use them against enemy Sentry Guns.-Setting up Sticky Bombs when out of the public’s eye is better than setting upBombs in an easy to notice area.-Reload often.-Try to secure as many entry points as possible.-While on the run, plant Stickies on the places the enemy may pursue.

As a Heavy:-Try to refill on ammunition often.-Upon locating a Medic, stay close together.-Don’t try to take a Sentry Gun head on, even with a Medic.-Avoid open and wide areas.-Upon spotting an enemy Sniper, take cover!-Keep an eye out for Spies.-When on the move, keep the Shotgun out in case of an emergency.

As an Engineer:-Build the Sentry Gun, Dispenser, and Teleporter Exit close to each other.-Build the Teleporter Entrance near a Spawn Point.-Engineers should stick with their Equipment to ensure their safetey.-Try to get Metal through destroyed Equipment and Dispensers rather than Ammoboxes.-Try to help other Engineers with developing their Equipment.-When a Spy is spotted, kill him first before repairing any Sapped Equipment.-Strafing while upgrading or repairing equipment may help prevent a Spy fromgetting a sucessful Backstab.

As a Medic:-Choose the more heavily armored targets for Ubercharge.-Avoid Ubercharging Snipers, Spies, Scouts, and other Medics.-The Healing range of the Medigun can bend, use this to find cover.-When using Ubercharge, the Medic’s Ubercharge target can change. Use theMedigun on another target.-Look for Heavies or Soldiers to stick around.-Move around often and use as much cover as possible.-Uber a Heavy or a Pyro when attacking large groups of enemies. Uber a Soldieror a Demoman when trying to destroy an Engineer’s Sentry position.

As a Sniper:-Be aware of Spies and sneaky Scouts and Pyros.-Medics are the highest-priority targets, next to the Heavies and Snipers.-Don’t be afraid to abandon a fully charged Sniper Shot when the action isoccuring up close.-Avoid Soldier Rockets and Demoman Grenades.-Hide the Sniper Dot in somewhere that the enemy can’t see.-Snipe near a Sentry Gun so that when a Spy goes to that location, he’ll haveto Sap the Sentry first. This will allow the Sniper to react to the Spy’spresence.-Try to stay near a wall or a corner.

As a Spy:-Be sure to Cloak, then run to and then Uncloak at the enemy’s blind spots.-Backstab starting with the guy in the back, not the front.-Avoid Pyros like the plague.-Never attempt to Backstab a Scout.-Don’t Disguise as a Scout, Medic, or Heavy.-The most convincing Disguises are the Sniper, Engineer, and Demoman.-Diguise as a Class the enemy has. A Spy disguised as a Pyro, where, say, theenemy team does not have any Pyros, will always get busted!-After Backstabbing a victim, Disguise as the victim’s Class.-Press "B" after Backstabbing for a quick redisguising.

Helping a Scout:-Defend the Scout while he’s carrying the Intelligence or Capturing a Point.-Press L to drop the Intelligence (when carrying it) to let the Scout carry itinstead.

Helping a Soldier:-Flank two ways together.-Cover him while he reloads.

Helping a Pyro:-Locate nearby enemy Spies to inform the Pyro to light him up, alerting otherteammates.-When an enemy gets lit up by the Pyro’s fire and attempts to run to safety,kill him with a longer-range weapon to finish him off.

Helping a Demoman:-Tell him whenever some enemies are coming through the point where he laid histraps.-Don’t let his Sticky Bombs get shot away.

Helping a Heavy:-Cover his back.-Keep enemy Snipers at bay.

Helping an Engineer:-Alert the Engineer if there’s a Spy around, and who is the Spy.-Try to kill the Spy while the Engineer gets the Sappers off of his Equipment.-Try to get ammunition from Dispensers rather than ammo boxes or fallenweapons.-Tell him where to place his Equipment.

Helping a Medic:-Cover him while he Heals.-When injured, go to the Medic. Medics get Ubercharge faster when healingwounded opponents.-Let him take the Medpacks on the field.

Helping a Sniper:-Cover the closer areas while he takes care of the far areas.-Warn him of Spies whenever necessary.

Helping a Spy:-Tell him that there’s a Sentry ahead to get him to Sap it.-Make a distraction while he does the Backstabbing.-Kill the Pyros first.

Against a Scout:-Fire a little bit ahead of him, since the bullets will actually hit his body.

Against a Soldier:-Use any usual tactic available.-Fight from afar.

Against a Pyro:-Fight near water.-Stay out of his/her Flamethrower’s range.

Against a Demoman:-Get someone to go into his field of Sticky Bombs to force him to detonatethem, then run in when he’s got no trap!-His Sticky Bombs can be shot away to unintended areas.

Against a Heavy:-Outflank him, or outsmart him.-Take him out from behind or from afar.

Against an Engineer:-The best countermeasure against Sentry Guns are Sappers and Explosives, aswell as being out of sight.-Don’t be afraid to take an Engineer head on unless he’s near his Sentry Gun.-When he is, try to kill him before his equipment.-Use indirect combat.-Try to attack him and his equipment outside the range of his Sentry.

Against a Medic:-When a Medic is among a group of enemy individuals, kill him first to ceasethe Healing.-An Ubercharge makes people invulnerable, but not impervious to the physicalforce of projectiles. A well-defended Sentry Gun can prevent the Uberchargedenemies from advancing directly.-Kill Medics with Ubercharges ready at all costs.-An Ubercharged pair can still be blown away with Sticky Bombs.

Against a Sniper:-Sniper Dots are indicated by the team’s colour. Avoid the general area whenthere’s an enemy Dot, and if the area is vacant.-Engage them up close, or from behind.

Against a Spy:-When the Spy is Disguised, he always carries a certain gun as a certaincharacter. He always shows the Scout’s Scattergun, Soldier’s Bazooka, Pyro’sFlamethrower, Demoman’s Grenade Launcher, Heavy’s Minigun, Engineer’s Shotgun,Medic’s Syringe Gun, Sniper’s Rifle, and Spy’s Revolver when he’s undercover.Take advantage of this when there’s an enemy Spy around.-If he Cloaks, try to shoot wherever paths he may use to get around.-A Reddish Cloak indicates a RED Spy, a Blueish Cloak indicates a BLU Spy.-Watch for the name he uses.-A teammate may be suspicous when he’s heading towards an Engineer’s Equipment.-When Healing a Heavy, he’s a Spy when his Health recharges faster than usual.-Spies often appear to start off with half Health when disguised.-Spies disguised as Medics do not show an Ubercharge Meter.

In 2Fort:-Scouts can jump onto the bridge’s roof to get to the enemy Sniper ledge.-There are only two ways out of the Intelligence room, and only two ways out ofthe Basement.-The Intelligence Room is cramped. Set up Sentry Guns for a tough defense.-Underwater tunnels into the bases can provide Engineers with probable forewardMini-Bases.

In Dustbowl:As Defenders:-Plant Sticky Bombs directly on the CP.-Construct Teleporter Entrances near the Spawn Point.-Use Spies with Sappers to destroy Attacking foreward Mini-Bases.As Attackers:-Always try to start getting the Ubercharge charged before the Game begins.-At point 2, get Engineers to start pumping out Teleporters!

Phase 1, Point 1:As Defenders:-Build in the CP Building, even though it’s cramped.-Also build in the corridor inacessible from the second point.-Get Snipers to guard the ravine.-Use Demomen to guard the two higher entry points.As Attackers:-Use explosives to destroy the SGs that defend this cramped point.-Attack from all fronts.

Phase 1, Point 2:As Defenders:-Stay in this CP point.-Prevent the enemy from building in the Mine ajacent to the CP area.As Attackers:-There are many ways for BLU to enter to this area. Try to outflank RED.-Build in the mine ajacent to the CP area. Build a Sentry Gun facing the entry.

Phase 2, Point 1:As Defenders:-Build the SG, Dispenser, and Teleporter Exit in the CP Building.As Attackers:-Try to find alternate ways into the CP Building.

Phase 2, Point 2:As Defenders:-Build a SG next to the Ammunition/Health spawn area.As Attackers:-Sometimes, Engineers build their Equipment near each other’s. As a Spy, Sapthem all at once!

Phase 3, Point 1:As Defenders:-Build Teleporter Exits in the Point 1 shortcut. When the Attackers securePoint 1, this shortcut will be closed. This is also a good place to build a SGand a Dispenser.-Get an Ubercharged Pyro to rush the attackers once the gate is open.As Attackers:-Fire Grenades in the bunker windows.

Phase 3, Point 2:As Defenders:-Defend the Bridge AND the Tunnel.-Use the Tunnel to outflank the Attackers.As Attackers:-Don’t let the Defenders build Teleporter Exits in the shortcut.-Don’t let the Defenders try to outflank the Attackers through the Tunnel.

In Well:-At the middle Control Point, be sure to look at the lights before crossing therails!-Also, listen for the Train.-Underwater Tunnels can be used to infiltrate the Bases.-There’s always a Bulletproof glass window at the outer Control Points.-The Sniper windows need to be carefully watched.

In Gravelpit:As Defenders:-Try to stick together! Don’t let both points A and B be taken by the Attackersdue to careless defense!-Avoid building at the top of point C. Instead, guard the entry points.

As Attackers:-Agree to attack A or B. Don’t try to attack both.-Attack the weaker point first.

In Hydro:-Don’t forget to defend the Point! A Spy can easily infiltrate a Capture Pointwithout any Sentries or Traps around.

In Badlands:-The Spires are difficult to both defend and attack. Use cover from the metalplates on the spire.

In Goldrush:As Defenders:-Plant Sentries in areas overlooking the tracks.-Plant Teleporters in the buildings away from the tracks.-Step near the Cart to make it stop when there are enemies next to it.-Plant Sticky Bombs on the Cart or on the tracks.As Attackers:-When moving the Cart, stick next to it.-Use the Cart for cover if necessary.

Phase One:As Defenders:-Sneak up behind the enemy and strike them from behind.As Attackers:-After capturing the first point, use the buildings to outflank the Defenders.

Phase Two:As Defenders:-Secure the spawn points.As Attackers:-After capturing the first point, go to the upper building overlooking thesecond area to pin down the Defenders.

Phase Three:As Defenders:-Plant Sticky Bombs and Sentries throughout the buildings next to the tracks.-Use cover.As Attackers:-Find alternate routes to secure the tracks.

--------------3.5 >Glossary<--------------

Critical Hit: A shot (or burst of shots) where the projectile does more damagethan usual. A Sniper’s Headshot is always a Critical Hit.

Headshot: A Headshot caused by the Sniper’s Rifle.

Backstab: A Melee attack caused by a Spy’s Knife from behind.

Spy Checking: The process of checking for enemy Spies within a team. Pyrosexcell at this.

SG: Sentry Gun.

Solly: Soldier.

CP: Capture/Control Point.

Mini-Base: Location where a Sentry Gun, Dispenser, and Teleporter Exit are inthe same general location.

Fatty: Heavy Weapons Guy.

Steam Friend: Steam friends can invite each other to be friends. The Steamprogram will tell a player if one of his/her friends are playing on a Steamgame (including TF2). Some achievements can only be fullfilled through gettingmany Steam Friends.

Metal: Another type of ammunition collected by Engineers to build theirEquipment.

Assist: If a player damages a player and another player manages to kill thevictim player, both players get credit (more so to the finishing player).

Ubercharge: The Special Ability for Medics and his target to becomeinvulnerable for 10 seconds.

Knock Back: Force created by strong projectiles that push back targets or makesthem fly. Explosives, Minigun Bullets, and Sentries are examples of Knock Backweapons.

Domination: If a player kills another certain player three times without beingkilled by that player, the target player is being dominated by the otherplayer. Domination ends when the target player kills the Dominating player.

Nemesis: The opposite of domination, it will appear when a player is beingkilled by another player for at least three times without getting killed by theplayer. When Domination occurs, the target player sees the Dominating player astheir Nemesis (I’m always determined to get Revenge (see below)).

Revenge: The occurance where the Dominated player kills the Dominating player.A Revenge Kill will score the Dominated player double points (as well as givingsatisfaction). Revenge, Nemesis, and Domination events occur even with assists.

Sudden Death: The point where time runs out on a CTF/Symetrical CP Map. Nobodyrespawns here!

Overtime: A peroid of time where the Game is extended and ends whenever theperson attempting to Capture a Point is killed or suceeds in the Capture.

Humiliation: The peroid of time where a Team wins and they get to kill thelosing Team with all Critical Hits and preventing the enemy Team fromretaliating.

===================4.0 >And the Rest!<===================

All of this will cover up the rest of the guide.

===========4.1 >F.A.Q<===========

Q: Why are the Classes divided into Offense, Defense, and Support?A: It’s just easier to identify what the Classes are for, but a Soldier canstill be able to Defend as well (for example).

Q: What are some good custom-made maps?A: CP_Orange X, CP_Warpath, and CP_Wolf are some good maps.

Q: I only want to get a certain part of this guide! What can I do?A: Select what’s necessary and then right click and click on copy (or selectand then press control C). Then go to some other word document, right click,and paste (or press control V). Print away!

Q: I want to contribute to this guide by writing some information for it!A: Go right ahead. E-mail me at Boocatcher5@hotmail.com.

Be free to e-mail me some more questions. Rules for it are explained below.

=================4.2 >Email Guide<=================

Here are some ground rules for making e-mails.

1. Spam is stupid. Never EVER write that kind of stuff.

2. Spell correctly with good grammar.

3. Don’t ask something that’s already inside this guide.

4. Try to make your strategy neat, because I will directly take your strategyfrom your E-mail. Also, pressing enter at the end of each line would help.

5. Don’t forget about the subject (Team Fortress 2)! Then I will know what thetopic is about.

6. Don’t ever try to contact me through a messenger program. Ever.

Just give me these things if you want to contact me about the guide.

1. Strategies on incomplete stuff.

2. Expansions on current walkthroughs.

3. Additional FAQs.

4. Other stuff to make this guide interesting.

=============4.3 >Credits<=============

-Me, the Author.-Additional info by Thomas Page and Michael "EN4CER420" Bilberry.-Valve for the game itself.

----------------------4.4 >Legal Disclaimer<----------------------

Copyright 2008 Brett Sim

This may be not be rewritten under any circumstances except forpersonal, private use. It may not be placed on any web site orotherwise distributed publicly without permission before so. Use ofthis guide on any other web site or as a part of any public display isstrictly, indisputably prohibited, and a violation of copyright.

Failure to comply with the above terms can result in a lawsuit.

All trademarks and copyrights contained in this document are owned bytheir respective trademark and copyright holders.

If you wish to get some information from this guide, they must beconfirmed and chosen by the author, Raining Metal.

If you do not agree with the terms here, you should not use this guideany further.

Thank You.

This guide reposted to The GameReviews.com by permission of the author. Author’s note: This guide is not to be copied from this site without advance permission.